Sorry if I haven’t given news in the last few weeks; I was really busy at work and didn’t feel that I had enough info to share to warrant a post. Nonetheless I worked as much as I could on my game!
Pre-Alpha Test 5
In the last few weeks, I spent my time on fixing bugs, optimizing performance, balancing gameplay and improving the tutorial in prevision of releasing the next version, Pre-Alpha Test 5.
I fixed a few nasty animation bugs that were annoying me for way too long. They were hard to reproduce, so I created an animation debugger that helped me understand what was going on. It felt really good to finally get rid of them!
Here’s a snapshot of the changelog:
- New: Fog of War
- New: Tile effects affecting status effects and other short term effects
- New: Minimap
- New: Better hit feedback, new damage number rendering
- UI: Several improvements all around; most in-game panels now take the whole screen
- Tutorial is now contextual; tutorial slides now appear when specific situations arise
- 4K resolution support with UI Scaling
- Performance improvement in cities, AI and FoV calculation
- So much more!
I also watched a colleague playing the game for the first time (blind test) and I’ve been really happy with the results!
Here’s a few screenshots of Pre-Alpha Test 5:
What’s in the pipeline for the next version?
I already started prototyping/working on new features now that the game is more stable. I am focusing on improving the graphics and world generation:
- Improved multiple light sources performance by migrating from forward rendering path to deferred rendering
- Improved world map generator with many more types of points of interest such as graveyards, towers, ruins, etc.
- Improved wilderness generation with seamless transition between biomes and features (trees, grass, rocks, lakes, rivers, etc.)
- Improved in-game world map UI (world/chunk/local map rendering with indications for quests)
- Addition of new assets (Speedtrees, Blender assets, particle effects)
Once I am done with these, I will go back working on gameplay features. I can’t wait to share new screenshots and GIFs of what I’ve been working on!
See you soon!